Wizard – The Spellslinger – Pathfinder 1E
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The Spellslinger
So you want to play a monster, in the body of a little girl? Specifically this little girl who may or may not have been a Japanese Businessman in a previous life? (If you know, you know.)
Well, guess what? Yep. Got a build for ya.
We’re taking the Spellslinger Archetype all the way to lvl 20.
Class
Wizard (Spellslinger) 20
Favored School
Guns.
Opposition Schools
Conjuration, Enchantment, Illusion, Necromancy. Ouch. Four of em. Mind you, we can still use Opposition Schools unlike in 3.5, but it hurts nonetheless.
Editor’s note: But Guns.
Race
So, we will be picking Human with the Young Creature Template applied to it. It means we will have a severe debuff to Strength and Constitution, but a massive boost to Dexterity and will be Small Sized which is advantageous for us. Put your Floating +2 in Intelligence of course.
Ability Scores
Put everything in Intelligence.
15Point-Buy
Str 3/Dex 15/Con 10/Int 20/Wis 10/Cha 7
20Point-Buy
Str 3/Dex 15/Con 12/Int 20/Wis 10/Cha 7
25Point-Buy
Str 3/Dex 18/Con 12/Int 20/Wis 11/Cha 7
Traits
Oh we absolutely want Reactionary here. And Clever Wordplay to get Intelligence to Diplomacy. Via the Additional Traits, we’ll also pick Insider Knowledge to get Diplomacy as a Class Skill, Denial of Fate is just a good clutch ability to avoid dying with our low HP.
Favored Class Bonus
HP HP HP HP we are a battlefield wizard. This means all the HP we can get we get.
Skills
Spellcraft, Diplomacy, and all the Knowledges.
Feats and Arcane Discoveries by Level
1-Toughness
Human Bonus-Point-Blank Shot
Wizard Bonus 1-Gunsmithing
3-Precise Shot
5-Rapid Reload
Bonus 5-Fast Study
7-Rapid Shot
9-Deadly Aim
Bonus 10-Opposition Research(Illusion)
11-Spell Penetration
13-Greater Spell Penetration
15-Improved Initiative
Bonus 15-Extend Spell
17-Quicken Spell
19-Empower Spell Bonus
20-Maximize Spell
We are using Guns with Spells! Because we are literally that little girl, flying over the battlefield and destroying any opposition we may encounter. Toughness gives us some well wanted HP from the get go, and Precise Shot is a no-brainer for using a Gun. Eventually, Quicken Spell, Maximize Spell, Empower Spell and Extend Spell will give us some great spellcasting capabilities, and Spell Penetration makes dealing with Spell Resistance a fairly trivial affair. We still are attacking 3/Round with our Rifle which is fairly good and when buffed, and the fact that we are using a gun so likely attacking against Touch AC, we are comparable to many ranged combatant classes which is great!
Spells
We are the blaster wizard so go ham on Ray spells, which you can shoot from your gun btw and all the buff spells you can get. Haste, Cat’s Grace, Mage Armor, Shield, Fly(This one in particular is extremely necessary). Fireballs and Cosmic Ray are all great takes, so is Disintegrate and Hellfire Ray. As I said, go ham on damage spells, you’ve earned the right to be a blaster wizard. Also, pick Reloading Hand because screw reloading rules, you are a wizard.
Equipment
You start with a Rifle for free, get yourself a spellbook, a Component Pouch and a Uniform.
Final Thoughts on the Build
You bring carnage on the battlefield, are a shrewd social character via your fairly high Diplomacy bonus, can do very well with only your rifle if you run out of spells, can buff yourself and allies and bring torrents of damage on the battlefield by yourself.
Truly, you are a monster. In the guise of a little girl